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Research & DevelopmentGot a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!

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Ohai thar. Lookie what I got.http://www.mediafire.com/?ztqiczuu654osep
Physical/special split for Emerald, complete with move changes. Please ignore the changed Ralts family sprites, as I was silly and forgot to use a completely fresh ROM for the edits, ahurrhurr.
EDIT: Oh ffs. Special attacks work fine, but physical attacks are counted as status attacks, and do pathetic damage. I know I set physical attacks to 00 like I was supposed to... Didn't someone else have this problem?
EDIT2: I patched the engine by itself (as in, not my changed one) into a perfectly fresh rom (meaning all attacks are considered physical, or should be) and everything does absolutely pathetic damage. I think it's an issue with the patch. And of course, neither of the people who would know what's going on- JJames or Darthatron- are anywhere to be found, because it'd be helpful if they could be contacted, therefore it can't happen.

Yeah, there is a weird glitch with Darthathon's patch. I can't explain it honestly. The split works properly for what I believe are moves with no effect? But any moves that DO have an effect and are physical all do utterly low damage. I can't say for sure since I've gotten moves with no effect still doing no damage. This only bothers physical moves; special moves work just fine. I didn't encounter this in my initial testing, weirdly enough.

Well the ??? type is inbetween the physical types and special types. If you add another type, it defaults to Special. It's likely some crazy stuff in the original code that tells the game which types to make Physical that's screwing up the code.

Soooo... basically, nobody has any idea why this is happening. Sigh. So much for doing a Nuzlocke screenshot run of a DPSS Emerald...

Quote originally posted by JJames19119:

Yeah, there is a weird glitch with Darthathon's patch. I can't explain it honestly. The split works properly for what I believe are moves with no effect? But any moves that DO have an effect and are physical all do utterly low damage. I can't say for sure since I've gotten moves with no effect still doing no damage. This only bothers physical moves; special moves work just fine. I didn't encounter this in my initial testing, weirdly enough.

Hang on. Could someone summarize what progress has been made with this? As best I can tell, there is a patch that implements the DPSS in Firered, and another that does it in Emerald, but that both are bugged. What exactly are the bugs in each of them? (Basically, is either in a usable condition to be plugged into a hack?)

Hang on. Could someone summarize what progress has been made with this? As best I can tell, there is a patch that implements the DPSS in Firered, and another that does it in Emerald, but that both are bugged. What exactly are the bugs in each of them? (Basically, is either in a usable condition to be plugged into a hack?)

Just came across something slightly disturbing. There's a second check in the code in FR after the known one, in the "special" part of the code, which is the cause of some of the bugs with the "cut down" versions of the code we have developed.

The bug was caused by the first check being correct for the new version, but the second being incorrect. This was why we were seeing 2 HP damage attacks in FR. This may also be the case in Emerald, though I haven't checked.

For the record, I changed it to branch off specifically for type 0x9 (???) but to execute normally for anything else. This fixed the bug immediately.

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Hey guys, please check out my recreations of the gen 1 and 2 music on my custom engine at my SoundCloud! - Here!

That's because I'm assuming you haven't put in Darthatron's changes. Both the new code and the old code have the attacks read in the same format, hence why PGE works with both.

(ps I tested it on Ruby and it works, even with PGE. I figured out how to do it on Ruby by finding similar data to the offsets Darthatron posted, I made a thread in the Sideshowcase but it hasn't been approved yet, so PM me if you want my patch or think I'm lying or something)

Darthatron's patch for Emerald works excellently, but there's a.. small, I guess, bug with Counter and Mirror Coat in it.

Counter won't reflect physical attacks if they're using a type that was formerly special, and Mirror Coat won't reflect special attacks if they're using a type that was formerly physical.

In the same vein if a special attack with a formerly physical type hits Counter, then it'll reflect it, and same with Mirror Coat/physicals with formerly special types.

Considering that Counter/Mirror Coat don't get used that often in the course of normal gameplay, it can be somewhat hard to notice, and probably only really a huge deal if you like using those moves often yourself.

I don't know if this happened with the JP versions of DPSS patches, because I saw Counter a grand total of zero times, so..

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